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Remote CoOp in a mod?

I am preparing a mod for playing .vpk files, as discussed here:
http://forums.thinking.withportals.com/mapping-help/mod-for-playing-vpk-file-t5388.html

lpfreaky90 has been kind enough to help me test. We cannot seem to get remote coop games to start in the mod. We get to "Your cooperative game is starting" and then nothing.

Does anyone have any experience playing remote coop in a mod? We tested coop in the regular game and it worked fine, so no questions there.

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So even if you completely reproduce Portal2 as a mod, the coop still doesn't work?

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Are you suggesting to copy the portal 2 folder to sourcemods? :lol:

The point is that kennkong's mod is like the most stripped sourcemod you can imagine. There is nothing that overrides any scripts. Still it isn't working.

lpfreaky90 wrote:
Are you suggesting to copy the portal 2 folder to sourcemods? :lol:

The point is that kennkong's mod is like the most stripped sourcemod you can imagine. There is nothing that overrides any scripts. Still it isn't working.

ChickenMobile has a point. I have already found that certain files must be in the pak01_dir.vpk to make the mod work at all, and others still to make things like the single player chapter menu to show up.

If I had a nearby (Orlando, FL, anyone?) friend who could come to my house, we could use the brute force method. I have two PCs capable of playing Portal 2. Just keep adding folders from the game until it works, or copy the entire game and delete folders until it breaks!

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This tells you what to copy to your stand alone mod.
http://www.se51.net/2011/09/15/how-to-m ... tal-2-mod/

spongylover123 wrote:
This tells you what to copy to your stand alone mod.
http://www.se51.net/2011/09/15/how-to-m ... tal-2-mod/

That works for singleplayer, but coop is a 'no go'.

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I just sent an e-mail with the same question to the mod/sdk team at valve, so hopefully we will get an answer :D

I've taken ChickenMobile's suggestion and made it happen. I set up a mod on two PCs that are full-blown copies of the original game, with a few minor tweaks (gameinfo.txt and resource/modname_english.txt).

Using my Steam ID on one machine, and my brother's on the other, I tried getting the usual start method, but it wouldn't work. Apparently, the Steam servers have a problem negotiating a connection for a mod, even though from watching the console, it seems to be doing exactly the same things.

However, by doing a direct connection using the console, I got it to work.
On the host machine, I entered the command "map mp_coop_lobby_3".
On the client machine, I entered the command "connect 192.168.2.198" (the address of the host machine). For some reason, the first time I try it, the connection always times out. The second time is the charm. Maybe the game has to do some setup stuff that just takes too long, but I don't recall having this problem with the first time in the regular game.

Now I just need to find a true remote testing partner (and poke some holes in my firewall) and see if this will actually work over the internet, not just on my LAN.

But perhaps before I do that, I'll start stripping files out of the mod's copy of the game until it breaks. Then maybe I can find just the few (I hope it's only a few) files that the mod might really need. I really don't think Valve would appreciate me distributing a mod that's a 99.99% copy of their game, after all.

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It turns out the full-blown copy of the game wasn't needed at all. Using the direct connect method with the basic mod I published works just fine over my LAN.

I hope to test it over the internet very soon!

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